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Editing The Legend of Zelda: Ocarina of Time

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[[Shigeru Miyamoto]] was a producer and supervisor behind ''The Legend of Zelda: Ocarina of Time'' and was in charge of several directors.<ref>[https://web.archive.org/web/20131022214940/http://www.ign.com/articles/1997/06/19/e3-through-the-eyes-of-miyamoto-pt-2 E3: Through the Eyes of Miyamoto Pt. 2 - IGN]</ref> The game was handled by multiple directors, a newly adopted strategy by Nintendo EAD at the time. The four or five initial teams grew in number over time, each working on the various aspects of the game.<ref>[https://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech GDC: Miyamoto Keynote Speech - IGN]</ref>
[[Shigeru Miyamoto]] was a producer and supervisor behind ''The Legend of Zelda: Ocarina of Time'' and was in charge of several directors.<ref>[https://web.archive.org/web/20131022214940/http://www.ign.com/articles/1997/06/19/e3-through-the-eyes-of-miyamoto-pt-2 E3: Through the Eyes of Miyamoto Pt. 2 - IGN]</ref> The game was handled by multiple directors, a newly adopted strategy by Nintendo EAD at the time. The four or five initial teams grew in number over time, each working on the various aspects of the game.<ref>[https://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech GDC: Miyamoto Keynote Speech - IGN]</ref>


Miyamoto intended the game, a "medieval tale of sword and sorcery", to be in the {{wp|chanbara}} genre of Japanese sword fighting. More than 120 people were involved in the game's development, including stunt performers for capturing the effects of sword fighting and Link's movement.<ref>''[[Nintendo Power]]'' issue #111, August 1998</ref> Miyamoto initially intended ''The Legend of Zelda: Ocarina of Time'' to be played in a first-person perspective to enable players to better take in the vast terrain of [[Hyrule Field]] and allow the team to more easily focus on developing enemies and environments. The concept was abandoned once the idea of a child Link was introduced, and Miyamoto believed it was necessary for Link to have on-screen visibility.<ref>[https://web.archive.org/web/20131002000040/http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/ Why Are You Here? Shigeru Miyamoto And The Ocarina Of Time - Kotaku Australia] (Wayback Machine)</ref>
Miyamoto intended the game, a "medieval tale of sword and sorcery", to be in the {{wp|chanbara}} genre of Japanese sword fighting. More than 120 people were involved in the game's development, including stunt performers for capturing the effects of sword fighting and Link's movement.<ref>[[Nintendo Power]] issue #111, August 1998</ref> Miyamoto initially intended ''The Legend of Zelda: Ocarina of Time'' to be played in a first-person perspective to enable players to better take in the vast terrain of [[Hyrule Field]] and allow the team to more easily focus on developing enemies and environments. The concept was abandoned once the idea of a child Link was introduced, and Miyamoto believed it was necessary for Link to have on-screen visibility.<ref>[https://web.archive.org/web/20131002000040/http://www.kotaku.com.au/2013/07/why-are-you-here-miyamoto-and-the-ocarina-of-time/ Why Are You Here? Shigeru Miyamoto And The Ocarina Of Time - Kotaku Australia] (Wayback Machine)</ref>


''The Legend of Zelda: Ocarina of Time'' originally ran on the same engine as ''Super Mario 64'', but was so heavily modified that Miyamoto considers both games to have entirely different engines.<ref>Nintendo Power issue #114, November 1998</ref> A major difference with ''The Legend of Zelda: Ocarina of Time''{{'}}s modified engine is camera control, which is automatically controlled by the game. Miyamoto explained that the camera controls are intended to reflect a focus on the game's world, contrary to ''Super Mario 64''{{'}}s, which are centered around Mario.<ref name="gdc">[https://web.archive.org/web/20130820235938/http://www.ign.com/articles/1999/01/30/sensei-speaks Sensei Speaks - IGN]</ref>
''The Legend of Zelda: Ocarina of Time'' originally ran on the same engine as ''Super Mario 64'', but was so heavily modified that Miyamoto considers both games to have entirely different engines.<ref>Nintendo Power issue #114, November 1998</ref> A major difference with ''The Legend of Zelda: Ocarina of Time''{{'}}s modified engine is camera control, which is automatically controlled by the game. Miyamoto explained that the camera controls are intended to reflect a focus on the game's world, contrary to ''Super Mario 64''{{'}}s, which are centered around Mario.<ref name="gdc">[https://web.archive.org/web/20130820235938/http://www.ign.com/articles/1999/01/30/sensei-speaks Sensei Speaks - IGN]</ref>

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